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Comments & Suggestions for Beta 4.5


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#241 King Earnur

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Posted 23 June 2007 - 04:32 AM

may I ask why they need a better one?

come on, Tower Guards are the finest soliders in the Gondorian army :p Yet, EA decided to make them very easily get-able :p


Yes but there were only 4 [at least in the movie] still I would think that you could use the tower/foutain or whatever they're called from the BoG they were elite and from that mod they could use sword and bow :p plus there were more of them than the tower guards

#242 Servant of Sauron

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Posted 23 June 2007 - 04:36 AM

How did you manage to get Gothmog's voice in your mod Naz?

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#243 King Earnur

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Posted 23 June 2007 - 04:47 AM

Please be more specific. What do you mean by firing their bow like in helm's deep? And how do they fire them now compared to that?
If you mean firing a volley over a wall, they can do that already. Just use the Bombard function. I added this to them while reworking their setup for the Inn. Check it out.


By firing like at Helm's Deep I mean having their bows going up and down not side to side like they currently do :p , and I didn't know they could fire over walls :p

#244 Sûlherokhh

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Posted 23 June 2007 - 05:46 AM

I have moved a lot of posts to the tolkienite thread. So don't wonder. And check which thread you are in before you post! Sûl.

Edited by Sûlherokhh, 23 June 2007 - 06:54 AM.

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#245 GorGorgood

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Posted 23 June 2007 - 05:56 AM

Hey, Here's an idea that a lot of other mods have used. You know the Gondorian supposedly 2nd Age sprites that seem to be in BFME2 and RotWK, and possibly in BFME1, but were just not used by EA, those would make excellent Tower/Citadel Guards. They just need their tunics/surcoats changed to black with a white tree, same for those beautiful straigth-topped kite-type shields. Those sprites are very near what Tolien was envisioning for the Tower/Citadel Guards.

Tolkien does describe the Fountain Guard as seen in the movie and the vanilla games.

Chris

PS: And another idea for a summon spell or whatever: I found an old mod of BFME on the inet, I think it is the First Age Mod, and it has a flock of small eagles in it, normal real world sized eagles IOTW. The flock has maybe 30-50 eagles in it, and it dive bombs ground units real nice, rather amazing actually. If any is interested, and you all may know of this already, I can post a link to download the mod. It has Havens in it for some of Outpost build spots and that reminds me of a curren mod that is being worked on now, but I forget the name of this current mod. I have a ton of moda on my compooter-tooter, too many actually.

Edited by GorGorgood, 23 June 2007 - 06:18 AM.


#246 Servant of Sauron

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Posted 23 June 2007 - 07:25 AM

Naz, if you continue to have elites in the numbers you do now you should have one Royal Guard battalion (possibly able to mount and dismount) and one Guards of the Fountain Court battalion.

I guess you're going to be using Gondor Spearmen then as an anti-cav unit?

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#247 clonecommand

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Posted 23 June 2007 - 01:38 PM

Speaking of the archers of dale/rohan:

They should be able to auto-use their black arrow (much like a hero can). So that when they are in the Golden Hall, the will automatically use them.

Dwarven warriors are seriously overpowered (at least verses elves). Elven cav easily succumbs to the might of the dwarves (and the fear that they will get warts in the morn :p ). They kill heros easily, and the Noldor. In fact Noldor vs dwarves, dwarves usually win.

Also to bring up ggg's suggestion, about the length of pikes: Could they be shortened (at least for the dwarves)?

EDIT: Got more:

The Golden Hall should have a longer range for shooting. After all, they are high in a building shooting.

Edited by clonecommand, 23 June 2007 - 04:02 PM.


#248 Strider

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Posted 23 June 2007 - 04:51 PM

When a unit is on the gaurd stance they should not attack anything unless being attacked first. My CAH that was in disguise was caught because he attacked the freaking fortress!

Edited by Strider, 23 June 2007 - 04:52 PM.

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#249 Sûlherokhh

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Posted 23 June 2007 - 05:00 PM

All the stance does is a) trigger the stop command, and b) reduce vision by 90%. If you reduce it by 100%, he will not register any enemy and wouldn't defend himself even when attacked. Just don't let him stand to close to any building or enemy.

Another reason could have been that your unit was attacked by an arrow. Every unit starts to go trigger happy when shot at. Don't know why. :(

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#250 adummy

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Posted 23 June 2007 - 05:33 PM

Naz, if you continue to have elites in the numbers you do now you should have one Royal Guard battalion (possibly able to mount and dismount)

not possible, unless Sul is up to the challange that no one has solved before without having major glitches (ex. Having the dissmounted units running as fast as the mounted ones and they are trampling).
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#251 Sûlherokhh

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Posted 23 June 2007 - 06:19 PM

Sounds interesting! When do we start? :grin:

The other question though is: Do we really need that? I believe that if they have horses, why dismount. Even the heroes with mounts don't regularly dismount. They mostly move out of harms (Pikemen) way and keep their mobility.

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#252 clonecommand

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Posted 23 June 2007 - 06:26 PM

Because its fun...Another button, faster tansportaion...

#253 Sûlherokhh

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Posted 23 June 2007 - 06:30 PM

You just made my point. The real question was, why dismount?

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#254 clonecommand

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Posted 23 June 2007 - 08:33 PM

Because it makes them more elite, I guess... :grin:

#255 Servant of Sauron

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Posted 23 June 2007 - 08:54 PM

What about having two flavours of Royal Guard? One mounted and one dismounted?

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#256 Strider

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Posted 23 June 2007 - 09:22 PM

Why? We already have Gondor Knights.

I never liked the idea of units that can mount/dismount. If you could buy those, why buy units that can only mount and units that are always on foot? Why not just put in heros, seige, and one unit that can use a bow, sword, and mount/dismount?

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#257 Juissi

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Posted 23 June 2007 - 09:41 PM

And especially when hordes cant mount/dismount as far as I know :grin:

#258 Garrison Nomad

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Posted 23 June 2007 - 10:48 PM

I agree, dismounting and mounting should be hero-only. I once thought about making rohirrim able to dismount, but then they'd be unstoppable.

oh...and I've played a little bfme1 recently and wondered if you guys were planning on implementing the whole evil outnumbers good thing. I think it would add quite a bit of flavor to base defense and make uber-powerful units actually kinda fair.

PS: and I'm very sorry about my other post.

Edited by Garrison Nomad, 23 June 2007 - 11:42 PM.

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#259 Nazgûl

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Posted 24 June 2007 - 01:24 AM

Dwarven warriors are seriously overpowered (at least verses elves). Elven cav easily succumbs to the might of the dwarves (and the fear that they will get warts in the morn ;) ). They kill heros easily, and the Noldor. In fact Noldor vs dwarves, dwarves usually win.


Everyone keeps forgetting this (since I havn't been that clear about it), so I will put this in the ReadMe PDF for next update:
- The SEE mod is in no special way modded in consideration to Good vs Good and Evil vs Evil. ALL balance testing and similar done by me up until Sûl joined the team has been 100% tested with Good vs Evil or the other way around. I have NO IDEA how Elves do against Dwarves and similar setups. I know many like to play this way too, but I never thought of it. I play SEE as the factions would figh in the movies; Good vs Evil / Evil vs Good :)

This will be taken into more consideration for Beta V though, but up until Beta IV this is the deal ^ :grin:

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#260 GorGorgood

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Posted 24 June 2007 - 08:09 AM

Hello people,

BTW, my my little gig about the Tower/Citadel Guard and Fountain Guard is factual per Tolkien, but I understand your desire to have the game more reflect the movies, but thought I would mention the difference between these Guards anyway as perhaps maybe some didn't know that or you might get use from it.

It doesn't matter to me one way or the other. For SEE, if you choose to use the existing or BFME1 Fountain Guards with shileds for Citadel/Tower Guards that's fine IMHO because this is just a game and one may just as easily decide to wrap up the Fountain and Citadel/Tower guards into one unut with the vanilla Fountain Guard uniform, which uniform does look very sharp and gives the unit its elite appearance. So, I really don't care one way or the other, its just my preference for a disticntion, and to have another distinct appearance/uniform/skin for the Citadel/Tower Guards. I may add this to the mod for my own use, who knows. I do like those Arnorian/Numenorian skins from BFME2 that EA didn't use though. A lot of people have used them.

Anyway, as before, i like SEE, and I love those Dol Guldur walls and the Goblin fences. Adds a wole bunch of atmosphere and realism to the the game, and also balance I think.

Thron bushes/thickets for Elves would be kind of neat for Elvish 'walls'. Maybe they could be used then as minor defenses and impediments and also they would spruce-up the map. Thorn thickets with little red or white flowers and darlk ivy green leaves. I bet a bush form the vanilla game could be used for this.

I could see a Troll or a horde of orcs or a Mumakil get picked and stuck going through one of these thorn thickets. Would be funny with sound effects and all.

Take care, Chris




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